ContentManager.Load Generic Method
Assembly: Microsoft.Xna.Framework (in microsoft.xna.framework.dll)
- Asset name, relative to the loader root directory, and not including the .xnb extension.
Before a ContentManager can load an asset, you need to add the asset to your game project using the steps described in How to: Add Game Assets to a Content Project.
The following are the Content Pipeline run-time classes supported by Load and the file formats they are associated with.
|Model Class||.fbx, .x|
.bmp, .spritefont, .dds, .dib, .hdr, .jpg, .pfm, .png, .ppm, and .tga
The default content processor for .bmp files is the texture processor. To process a .bmp file for use as a Sprite Font, click Sprite Font Texture - XNA Framework in the Properties pane for the .bmp file after it is added to the project.
|Texture Class, Texture2D Class||.bmp, .dds, .dib, .hdr, .jpg, .pfm, .png, .ppm, and .tga|
Note that these are the formats of the original assets; after processing, all assets will be .xnb files.